· We want to compete for a partscore.
· You want to interfere with the opponents bidding sequence.
· An overcall can help the partnership guide the defense, if the opponents set the contract.
· By overcalling you give information about your hand to the declarer, when the opponents set the contract.
· An overcall might get doubled and lose more points than the opponents could make if you let them establish the contract.
· A good 5-card suit.
· Quality of the suit is important.
· Overcall with:
a) K Q 109 7
b) A J 10 7 3
c) Q J 10 9 5
· Not good enough for an overcall
a) A 9 8 3 2
b) Q 7 4 3 2
· 7 to 17 points at the one-level.
· 10 (or 11) to 17 points at the two-level. With 10 or 11 points, suit texture is important.
· Advancer’s priority is to support partner when possible.
· Guidelines for supporting partner’s 1-level overcall, with 6-9 points
a) 3-card support – Raise to the two-level.
b) 4-card support – Raise to the three-level.
c) 5-card support- Raise to game-level.
· Guidelines for advancing a 2-level overcall, with 6-9 points
a) 3-card support, raise one level.
b) 4-card support, raise two levels.
· Cue bid the opponent’s suit.
· Show’s 10+ points
· At least 3-card support for the overcaller’s spades.
· The cue bid is, of course, forcing on the overcaller.
· South’s hand might look something like this:
· With a cue bid, the advancer is suggesting that game may be possible.
· No more than two cards in the overcaller’s suit.
· A good 5-card, or longer, suit.
· 6+ points at the 2-level.
· 10+ points at the 2-level.
· Solid control of the opener’s suit.
· No more than two cards in the overcallers suit.
· 6-10 points at the 1-level
· 11-12 poionts at the 2-level.
· With 13 or more points, start with a cue bid then bid no trump.